void main()
{
    gl_Position = ftransform();
    gl_TexCoord[0] = gl_MultiTexCoord0;
    gl_FrontColor = gl_Color;
}

FRAGMENT

uniform sampler2D colorMap;
uniform sampler2D noise;
uniform float rnumber;

void main()
{
	vec2 n = (texture2D(noise,gl_TexCoord[0].st + vec2(sin(rnumber*-10),cos(rnumber*10))*rnumber).rg-0.5) * 0.02;
    vec4 col = texture2D(colorMap,gl_TexCoord[0].st+n)*gl_Color;
    gl_FragColor = col;

}
